Incorrect render pass color with overlapping geometry using Eevee #112576

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opened 2023-09-19 14:48:34 +02:00 by Joran · 4 comments

System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02

Blender Version
Broken: version: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc
Worked: Never, tested with 2.90.1 to confirm

Short description of error

Unlike a normal render, Eevee's diffuse color and emission render passes add the colors of overlapping geometry together. The expected behavior is that an emissive material has the same color in a normal render as a render pass.

In practice this behavior causes issues when you have a mesh that uses backface culling with overlapping geometry in places where a backface would be visible.

Eevee diffuse pass:

Pasted image 20230919133759.png

Cycles diffuse pass:

Pasted image 20230919133859.png

Steps to reproduce:

  1. View the diffuse color render pass in the viewport
  2. Assign material with grey base color to object
  3. Duplicate the object
  4. (Optional) flip the normals of the duplicated object
  5. (Optional) enable backface culling in the material
  6. The color is brighter than expected

Here's a blend file that shows the problem

**System Information** Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02 **Blender Version** Broken: version: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: `8bda729ef4dc` Worked: Never, tested with 2.90.1 to confirm **Short description of error** Unlike a normal render, Eevee's diffuse color and emission render passes add the colors of overlapping geometry together. The expected behavior is that an emissive material has the same color in a normal render as a render pass. In practice this behavior causes issues when you have a mesh that uses backface culling with overlapping geometry in places where a backface would be visible. Eevee diffuse pass: ![Pasted image 20230919133759.png](/attachments/a7a0597a-f9d0-4c79-875f-76499708e318) Cycles diffuse pass: ![Pasted image 20230919133859.png](/attachments/7246f6c3-d6b4-4877-9ea5-cc00f1949190) Steps to reproduce: 1. View the diffuse color render pass in the viewport 2. Assign material with grey base color to object 3. Duplicate the object 4. (Optional) flip the normals of the duplicated object 5. (Optional) enable backface culling in the material 6. The color is brighter than expected [Here's a blend file that shows the problem](/attachments/41e375d7-5410-47eb-886b-67c517930da2)
Joran added the
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labels 2023-09-19 14:48:35 +02:00

I can confirm, however this issue has been reported before, see #96475. Will merge reports. Please subscribe in #96475 if you want to see further updates

I can confirm, however this issue has been reported before, see #96475. Will merge reports. Please subscribe in #96475 if you want to see further updates
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labels 2023-09-19 18:19:27 +02:00
Iliya Katushenock added
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EEVEE & Viewport
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labels 2023-09-19 18:19:43 +02:00
Author

@mod_moder This issue is different, because it's specific to Eevee's render passes. It doesn't have to do with Cycles. Eevee doesn't have this specific issue with overlapping geometry. The behavior I'm talking about only changes once a render pass is used. Normal renders work, render passes don't.

The image and emission passes should match up perfectly in this scenario:

image

If this is a known trade-off in Eevee's rendering I'm fine with it and wouldn't have made an issue, but because there's different behavior in render passes I suspect it's a bug.

@mod_moder This issue is different, because it's specific to Eevee's render passes. It doesn't have to do with Cycles. Eevee doesn't have this specific issue with overlapping geometry. The behavior I'm talking about only changes once a render pass is used. Normal renders work, render passes don't. The image and emission passes should match up perfectly in [this scenario](/attachments/d5770e9d-2720-4c74-8c92-e32f4420c73d): ![image](/attachments/249d2729-d98b-46eb-8cc1-3342b633c376) If this is a known trade-off in Eevee's rendering I'm fine with it and wouldn't have made an issue, but because there's different behavior in render passes I suspect it's a bug.
Joran reopened this issue 2023-09-19 18:51:44 +02:00
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labels 2023-09-19 18:51:45 +02:00

I can confirm that the diffuse pass becomes more intense when the geometry overlaps.
But I feel like we're dealing with undefined behavior.
Geometries that overlap are not desirable and do not have a defined behavior.
Even if the result is not the same as Cycles, I don't think this undefined behavior deserves to be explored and "solved" as if it were the result of a bug.

I'll leave the decision to the 'Eevee & Viewport' team.

I can confirm that the diffuse pass becomes more intense when the geometry overlaps. But I feel like we're dealing with undefined behavior. Geometries that overlap are not desirable and do not have a defined behavior. Even if the result is not the same as Cycles, I don't think this undefined behavior deserves to be explored and "solved" as if it were the result of a bug. I'll leave the decision to the 'Eevee & Viewport' team.
Author

@mano-wii That's fair. It's a very niche edge case. I only ran into it because I'm using backface culling to optimize game models and it happened to cause issues with render passes.

That being said, I just tested the same setup in Eevee Next and it doesn't seem to cause any issues there.

image

@mano-wii That's fair. It's a very niche edge case. I only ran into it because I'm using backface culling to optimize game models and it happened to cause issues with render passes. That being said, I just tested the same setup in Eevee Next and it doesn't seem to cause any issues there. ![image](/attachments/47dca618-469d-4fb2-b11d-43941ba95c63)
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Reference: blender/blender#112576
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